• Ragdolls for GMOD
    29 replies, posted
 i need help knowing how to port my characters into gmod as ragdolls, there has been nothing, seach anything in my power knowing how to port them into gmod. there all guides are useless, speaking random trash, so thats why im back needing help AGAIN. if anyone can tell me how to PROPERLY port characters into gmod as ragdolls that will be very appreciated. - My friend Scorpius.
depends on what form they are in, what kind of files do you have of them?
near as i can tell, if they have a pre-existing you just need to add the physics mesh
with the pre-existing does that mean he has to add collision?
the way i see it, the way i've done it before is you can add physics to the already exsisting skeleton, not that bad you can add physics to a new skeleton you made, but that would be a pain as you would have to weight paint the mesh to the new skeleton then add the physics or you can add a new skeleton with a pre-existing mesh, you would only have to weight paint the mesh then. of course, there is stil the QC code to do
I was just scouting outside my usual territory when I found this thread, if you want help on this make a new thread in the Modelling subforum, I am sure it will get more attention and better answers, in fact, I wonder why this post wasn't moved there already.
Alright thank you I can accept YOUR answer
if you make the skeleton or weight paint it to an existing valve biped i'll even add the physics mesh and do the QC code for you
https://gmod.facepunch.com/f/fbx/bthyw/Mortal-Kombat-Ragdolls/1/ Its mostly him who needs this go to this sub thread so I dont get yelled at again.
Yes please make the QC code it would help alot.
well let me know if you get the skeleton and weight paint in order, ill get a QC up if you do
I got it up. I will now need a QC
if you have it ready to be coded, heres all you really need once you have the physics mesh up and running. $collisionjoints "physics.smd" { $mass 90 $inertia 10 $damping 0.01 $rotdamping 1.5 $rootbone "ValveBiped.Bip01_Pelvis" $concave $jointconstrain "ValveBiped.Bip01_Spine" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_Spine" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_Spine" z limit 0 0 0 $jointconstrain "ValveBiped.Bip01_Spine4" x limit -79 50 0 $jointconstrain "ValveBiped.Bip01_Spine4" y limit -68 68 0 $jointconstrain "ValveBiped.Bip01_Spine4" z limit -17 17 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -110 110 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -65 65 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -110 50 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -120 4 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -61 29 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -135 10 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -85 85 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -90 90 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -100 100 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -79 95 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0 $jointconstrain "ValveBiped.Bip01_Neck1" x limit -20 20 0 $jointconstrain "ValveBiped.Bip01_Neck1" y limit -25 25 0 $jointconstrain "ValveBiped.Bip01_Neck1" z limit -13 30 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -41 8 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -32 75 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -171 131 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -85 85 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -90 90 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -100 100 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -150 150 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -48 39 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -28 77 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 117 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -59 53 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -80 80 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -80 80 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -80 80 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Toe0" z limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -108 79 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -44 66 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -73 26 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -6 135 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -30 39 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -80 80 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -80 80 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -80 80 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" x limit -60 60 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Toe0" z limit 0 0 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -70 70 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -60 60 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -59 59 0 } just rename each part to what the bones are called. so if you have the valve biped, this should work, if not, if you have, say, left_thigh. then you'll want to replace the ValveBiped.Bip01_R_Thigh with left_thigh. thats the gist of it. but you need the physical mesh readied for this ragdoll QC to work. also, if you dont have the textures pathed heres a simple example of what to use $cdmaterials "models\DNA\XNALara(just an example program)\prototype(name of model)\(this is kept blank, but its where the materials are)" note that you dont need to specifiy each individual material in the models QC, you do that for the materials VMT file. if you have weight painted the mesh to the bones, upload what you have done and ill finish it off for you with a mini tutorial alongside it
MKD_Scorpion_V2.fbx
hit a small snag, after applying a physics mesh, theres been a slight problem in compiling. it says       ERROR: Rotation constraint on bone "mixamorig:Spine1" which has no parent!!! so yea, ill try to fix that, then get back to you. but everything else is working smoothly i belive. i even set up the CD materials path in the qc file and the physics mesh seems to like the bones
i had a similar problem like that but with the Leg's and feet
"i had a similar problem like that but with the Leg's and feet." Like my friend said. Could you maybe send a step by step tutorial on how its done when you get back?
https://files.facepunch.com/forum/upload/133242/6f9d635e-672e-4407-ac4c-3ef579adfb26/1.png step one: create an object, normally, a square. just a square, and it can be for anything, but i usually start with the hips. very right side of the screen, you will see some options, top right, you see the various tihngs in play right now. the mesh, the bones, the whole shabang, is placed into the one lot, which in this case, is named "armeture", we want to click on the little square symbol below all that, and rename the one box to "physics". once you have done that, go back up to the armeture bar, and there should be a 'physics' where thre was 'Cube' in this picture, you see i have yet to name the cube to physics. _____ step two: while in the top right side of the screen, click and drag the 'physics' and drop it onto the 'armeture', if done correctly, you will see whats on the screen, a little text will pop up, UNDERNEATH armeture deform, click on the wordwith empty groups. this will essentially give your skeleton the box and say "THIS will be your skin that i can physically grab in gmod" click on the object you created (the box), go into edit mode (bottom left of the screen, above what appears to be the motion bar with the single green bar. it should be in object mode. just click on it, go into edit mode. click on ALL the four corners of the first box, the hip or the chest (i have made two in this picture and already welded one box to the bones), once you have selected ALL the FOUR corners of the FIRST box, KEEP the corners selected, right side of the screen, underneath the popup text box in the picture, see those little symbols? click on the one that has the upside down triangle made of stix and balls https://files.facepunch.com/forum/upload/133242/8de0a323-81c7-47e0-b7e4-a201eee5eb26/2.png _______________________ step three: (see how i entered the upside down triangle?) you SHOULD see all the names of the bones on-screen, hips, legs, arms, ect. while still hilighting the four corners of the first box, find the bone that its gonna stick to. in the pictures case, the chest, or, spine1 (in your case, might be hips or whatever they are named) select 'assign' underneath the various bones names. first limb or bone DONE. while STILL in edit mode, create another box, it MUST still be in edit mode of the first one, if your in object mode, you will just make another seperate cube, you want to stay in edit mode, then create another cube, shape it, pose it, change its size, whatever. then select all four of its corners as you did with the first one - then, same thing. find the bone its going to stick to and click 'assing'. go into pose mode and try moving the bone to see if you did it correctly. https://files.facepunch.com/forum/upload/133242/3a887bda-fa6f-4a7b-866f-ab639ad8aedc/3.png ____________ step four: bit of a headache here at first, so bear with me. well, this picture is pretty self explanitory, but just in case its not, as it might not be for some. heres a breif explenation i renamed all the bones to the valve-biped (its easier for me this way and it can save you a bit of time with the QC im using, which is based off other ragdolls that have worked) (ill be uploading the qc i used for this guy after the pictures, in case you wanted to copy it for later use) you will see valvebiped_L_forarm, though for you it might be, left arm, but the name used on the bone and in the QC MUST be the same. so for this explenations sake, its going to be the valve biped. you will see, obviously, the same name, repeated three times. this is why - (and i might very well be wrong in direction, but you get the idea) X is the UP and DOWN, Y is Left and right, Z is side to side (thats undoudedebly wrong, but you get the idea) the numbers you see along those same lines are how much that limb is meant to go along that line. so for X - if its -100 (UP) and 100 (down) then it'll have a fair ammount of mobility. if its -50 50, then it'll have considerably less. note the first number must ALWAYS be a negative. so it MUST be 0 or under, so -1 -2 -3 -4, you get the idea. and the ones after must always be a positive, like 0 or over. if its 0, it'll stationary, it wont move. i only do this for bones that i dont need, like one of the three bones that make up the chest in this case (the bones above the hips) and now the slightly big one. the QC, just copy the below for a working qc (should be working) p.s, i forgot that i had actually left the bones names alone. -------------- $modelname "Scorpion\Scorpion.mdl" $model "scorpion" "body.smd" { } $surfaceprop "default" $contents "solid" $illumposition 0 52.603 43.72 $eyeposition 0 0 70 $mostlyopaque $cdmaterials "models\ScorpionMK\Scorpion" $cdmaterials "" $cbox 0 0 0 0 0 0 $bbox -10.937 -33.419 -3.902 12.228 33.417 89.124 $sequence "ragdoll" { "anims\idle.smd" fadein 0.2 fadeout 0.2 fps 30 } $collisionjoints "physics.smd" { $mass 90 $inertia 10 $damping 0.01 $rotdamping 1.5 $rootbone "mixamorig:Hips" $jointconstrain "mixamorig:Spine1" x limit -79 50 0 $jointconstrain "mixamorig:Spine1" y limit -68 68 0 $jointconstrain "mixamorig:Spine1" z limit -17 17 0 $jointconstrain "mixamorig:LeftArm" x limit -110 110 0 $jointconstrain "mixamorig:LeftArm" y limit -65 65 0 $jointconstrain "mixamorig:LeftArm" z limit -110 50 0 $jointconstrain "mixamorig:LeftForeArm" x limit -120 4 0 $jointconstrain "mixamorig:LeftForeArm" y limit -61 29 0 $jointconstrain "mixamorig:LeftForeArm" z limit -135 10 0 $jointconstrain "mixamorig:LeftHand" x limit -85 85 0 $jointconstrain "mixamorig:LeftHand" y limit -90 90 0 $jointconstrain "mixamorig:LeftHand" z limit -100 100 0 $jointconstrain "mixamorig:RightArm" x limit -39 39 0 $jointconstrain "mixamorig:RightArm" y limit -79 95 0 $jointconstrain "mixamorig:RightArm" z limit -93 23 0 $jointconstrain "mixamorig:Neck" x limit -20 20 0 $jointconstrain "mixamorig:Neck" y limit -25 25 0 $jointconstrain "mixamorig:Neck" z limit -13 30 0 $jointconstrain "mixamorig:RightForeArm" x limit -41 8 0 $jointconstrain "mixamorig:RightForeArm" y limit -32 75 0 $jointconstrain "mixamorig:RightForeArm" z limit -171 131 0 $jointconstrain "mixamorig:RightHand" x limit -85 85 0 $jointconstrain "mixamorig:RightHand" y limit -90 90 0 $jointconstrain "mixamorig:RightHand" z limit -100 100 0 $jointconstrain "mixamorig:RightUpLeg" x limit -150 150 0 $jointconstrain "mixamorig:RightUpLeg" y limit -48 39 0 $jointconstrain "mixamorig:RightUpLeg" z limit -28 77 0 $jointconstrain "mixamorig:RightLeg" x limit 0 117 0 $jointconstrain "mixamorig:RightLeg" y limit -59 53 0 $jointconstrain "mixamorig:RightLeg" z limit 0 0 0 $jointconstrain "mixamorig:RightFoot" x limit -80 80 0 $jointconstrain "mixamorig:RightFoot" y limit -80 80 0 $jointconstrain "mixamorig:RightFoot" z limit -80 80 0 $jointconstrain "mixamorig:LeftUpLeg" x limit -108 79 0 $jointconstrain "mixamorig:LeftUpLeg" y limit -44 66 0 $jointconstrain "mixamorig:LeftUpLeg" z limit -73 26 0 $jointconstrain "mixamorig:LeftLeg" x limit -6 135 0 $jointconstrain "mixamorig:LeftLeg" y limit -30 39 0 $jointconstrain "mixamorig:LeftLeg" z limit 0 0 0 $jointconstrain "mixamorig:LeftFoot" x limit -80 80 0 $jointconstrain "mixamorig:LeftFoot" y limit -80 80 0 $jointconstrain "mixamorig:LeftFoot" z limit -80 80 0 $jointconstrain "mixamorig:Head" x limit -70 70 0 $jointconstrain "mixamorig:Head" y limit -60 60 0 $jointconstrain "mixamorig:Head" z limit -59 59 0 }
THANK YOU, YOU HELP ME AND MY FRIEND, OUR DREAMS HAVE CAME TRUE BECAUSE OF YOUR TUTORIAL, YOU ARE THE BEST PERSON WE HAVE ENCOUNTERED, THANK YOU SO MUCH.
im still working on the scorpion model, but if you complete it and fix whatever errors you encounter before i do, more power to you i guess. i am working on other models at the moment right now too
will you be making a video version of the tutorial? and will you be releasing Scorpion on steam or keeping as private.
uploading publicly
are you able to put the tutorial on a video and upload it to youtube?, I just find video tutorials easier
i can try i suppose
will you be able to send me links when you finnish?
i said try, not would. but if i do manage it, yea, i can link it
if the model is giving you some trouble i can give you the version of scorpion in t-pose
also another question, does the collision need bones?
Can someone make a SSBM Sheik model cause ive looked everywhere and I cant find anything.
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